/* Copyright (c) 2011-2012, NVIDIA CORPORATION. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
#include "GLWrapperImpl.h"

using namespace GL;

// =======================================================================
// TEXTURE IMPLEMENTATION
// =======================================================================

Texture::Texture( void ) :
    m_private( new TextureImpl() )
{
}

Texture::~Texture( void )
{
}

// =======================================================================
// FBO IMPLEMENTATION
// =======================================================================

FrameBuffer::FrameBufferData::FrameBufferData( void ) :
    m_impl( new FrameBufferImpl() )
{
}

FrameBuffer::FrameBufferData::~FrameBufferData( void )
{
}

FrameBuffer::FrameBuffer( void ) :
    m_private( new FrameBufferData() )
{
}

FrameBuffer::~FrameBuffer( void )
{
}

void FrameBuffer::render( const FragmentShader & shader )
{
    shader.activate();

}

// =======================================================================
// FRAGMENT SHADER IMPLEMENTATION
// =======================================================================

FragmentShader::FragmentShaderData::FragmentShaderData( const char * fileName ) :
    m_fileName( fileName ), m_impl( new FragmentShaderImpl() )
{
}

FragmentShader::FragmentShaderData::~FragmentShaderData( void )
{
}

FragmentShader::FragmentShader( const char * fileName ) :
    m_private( new FragmentShaderData( fileName ) )
{
}

FragmentShader::~FragmentShader( void )
{
}

void FragmentShader::activate( void ) const
{

}
